31.01
2010

Vai, amico, libero da fardelli e paure.

It’s commonplace for a game sequel to improve upon the original through various methods. The obvious ones are being bigger or adding more. Those developers with a more philosophical bent will add explosive action because, in gaming, anything explosive is a sure-fire moneymaker. Sometimes people with no understanding of the concept of cliche will add a darker, more intense story… That’s always a good move.

Increasingly, though, the developer will actually look at the criticism of the previous game and take steps to significantly change the experience for the better. It’s a move that should be celebrated and, in recognition of this, I’m going to look at some of the changes Assassin’s Creed II has made that fundamentally improve the experience.

Mission Structure

I’ll start with the major one. The first Assassin’s Creed tasked you with killing nine people, each in a different district across three cities. First, though, you had to find your target. This process involved completing a minimum of three out of a possible six information gathering missions. This introduced a whole host of problems. The most important of these was that there were only a handful of mission types (usually interrogate, pickpocket or eavesdrop) so, by the time you were looking for your third or fourth target, you were becoming bored of the whole thing. The other issue was that the bare-bones nature of the set-up to each assassination meant you only ever met a few recurring characters, the defining trait of any of which was the extent to which they disliked you (ranging from ‘sarcastic pleasentries’ to ‘all out foaming at the mouth’).

The sequel presents its main story as a sequence of linear missions. At first this may sound like a step backwards, bringing the game in line with the majority of open-world games out there. In practice it, somewhat ironically, unburdens the game of its rigidity. Major assassinations now feel like a progression of events that naturally lead to Ezio being within reach of killing his next victim. It makes each assassination feel unique instead of formulaic. It also makes Ezio a much more social creature than Altair, with many of the missions involving enlisting the help of others.

Narrative Structure

I’ve already covered most of this in the last section but specific mention should go to the way the game handles the slightly bizarre disconnect between the series’ two timelines. I’m assuming a level of familiarity with the plot of the two games but, for those unaware, they essentially cast the player in the role of a guy in the present experiencing the genetic memories of his ancestors through a big machine. In the first game this manifested in the player being taken out of game-proper just as you were getting into the swing of things and dumped back into the present day to listen to a big diatribe from your corporate captor (yes, the game features an evil corporation. Quelle surprise) and go to bed.

The sequel keeps you in Italy for most of the game, only pulling you out two or three times over the course. It’s actually infrequent enough that you start to warm to the moments you do spend outside of the Animus, becoming a welcome break from the main setting rather than an annoying distraction. Unfortunately these brief narrative segments are still no-way near compelling enough to justify themselves. Still, you do get to do more than just have a lie down.

Assassinations

The biggest problem I had with the first game: you couldn’t assassinate people. No matter how stealthily you made your way to the targets, dispatching guards before they knew you were there and avoiding archers in the distance from spotting you, the final confrontation was always a standard fight, followed by guards chasing you through the city. The infuriating thing was that I remember engineering situations where, by any normal application of logic, I should have been able to kill my target without ever being noticed. I even once stood on a roof overlooking my victim and tried to leap onto him while stabbing him with my hidden blade. Instead Altair jumped off of the roof, fumbled around a bit and then engaged in a standard sword fight. It struck me as a glaring omission.

The sequel allows you to leap onto your target while stabbing him with your hidden blade. You can assassinate while hanging from ledges and even when hidden in hay bales. There are more assassinations to perform, both in the main mission and in side quests, and most of them allow for a silent kill. Mess it up and you’re back to a series of fights to kill your target but, with the increased number of missions, messing one up feels less like a wasted opportunity as it does a motivation to learn from your mistakes and be more careful next time.

Collectible Motivation

Generally speaking, I’m not a fan of collectibles in open world games. Often they’re a lazy excuse to encourage the player to explore the world, with little or no incentive to do so. The first Assassin’s Creed was one of the worst examples of this, littering flags all over the three cities but offering no rewards for seeking them out. For the sequel there are actually more types of things to collect but, importantly, every single one not only offers rewards but actually ties these collectibles to an element of the story. Codex pages not only unlock weapon upgrades and health bonuses but take the form of journal entries from Altair, detailing events after the first game. Glyphs are encryptions left by a previous Abstergo test subject and, upon the completion of a ‘decryption’ puzzle, unlock a segment of a video enticingly called ‘The Truth’. In actual fact the video is pretty terrible, guilty of the series’ worse tendencies toward sci-fi indulgence but, conversely, the puzzles themselves are generally compelling, each one revealing some of the Templar’s machinations throughout history. Even the feathers, the game’s direct replacement of flags, are collected in an attempt to help your mother recover from her period of mourning over the loss of her youngest son. It’s good motivation to actually go looking for them even though it was somewhat hilarious that by the time I’d collected the last one Ezio’s mother hadn’t spoken a word in over 10 years.

Character

To be perfectly honest Altair was a bit of a dick. Ultimately he was vindicated, coming to learn to uphold the tenants of the Assassins of his own volition. Towards the end of the game he was continuing with his mission not out of blind faith to the brotherhood but because the price of allowing the Templars to achieve their goals was simply too great. Boy did it take a long time to get to that point though. For a long while it’s all too easy to identify with the procession of fellow assassins who disliked him, because his main character trait seemed to be misplaced arrogance.

Ezio is much more likable character, and more human in his motivations. The ‘avenge the death of your family’ plot might not be original but it works well. One great touch is that each assassination ends with Ezio uttering “requiescat in pace” (rest in peace). It shows a sympathy for the target and, more importantly, a tinge of sadness at the necessity of Ezio’s work. It gives the character a core of humanity that was largely absent from Altair’s portrayal, and makes him a much more relatable lead.

All this isn’t to say that the game is perfect. In the next part I’ll be looking at some of the decisions that don’t quite work, and which elements could use tweaking in order to enhance the experience.

25.01
2010

Ah crap, we’ve been at this all night

-Main Character, Dark Void

At which point, right at the start of the demo, the only thing I’m thinking is, ‘Ah crap, another main character voiced by Nolan North.’ Don’t get me wrong, he’s a really good voice actor, but after playing Uncharted 2 and Assassin’s Creed 2 fairly recently, and with Prince of Persia being a not-too-distant memory, I’m getting more than a little bored of his voice.

And the thing is I shouldn’t be able to tell. I’m almost completely rubbish at recognising voice-over artists, to the point that a friend had to point out to me that Morrigan and Alistair from Dragon Age were being voiced by the same people that did Chloe and Flynn from Uncharted 2 despite the fact they’re doing the same bloody voices in games that required them to converse with each other in a similar manner and that I was playing at the same time.

Perhaps my biggest issue is that hearing North’s voice seems to signal a very specific kind of character archetype: a cocky yet lovable rogue who gets embroiled in an escalating crisis but manages to wisecrack his way out of it with some degree of bumbling luck. Would a little bit of diversion from the stock formula be too much to ask for? Maybe I’m being unfair, but surely there are other voice actors in need of work.

Luckily the demo gave me the impression that Dark Void was rubbish; an impression most reviews have confirmed, so at least I’m getting a break.

22.01
2010

Normally it wouldn’t be a big problem, you’ve got a few months at the start of the year to go through a few of the games in your backlog. Not so with 2010. On the face of it the publishers claimed that they were pushing games back because having everything release in the autumn was losing them money. Unfortunately they pushed everything back to the same time. In short, it hasn’t helped. Here are a few of the games either coming out in the next couple of months or already released in the last month. Note that this is just the games that I will almost definitely be buying, by no means all of the games that are actually coming out.

VVVVVV - Indie platformer that plays like a cross between Portal and Jet Set Willy. Instead of jumping you flip gravity, but can’t do so when mid-air. It’s hard, to be sure, but, importantly, never seems unfair with it. Demo here.

Bayonetta - I’ve played the demo to this and it was such an unrelenting assault of tongue-in-cheek visual flourishes and over-the-top action that I decided I must have it. A bit like Devil May Cry, but infinitely more mental.

Battlefield: Bad Company 2 - This is almost certain to be my Modern Warfare 2. I’ve already played the beta far more than I have MW2′s online mode, and that only had one map.

Final Fantasy XIII - Strange rumourings from Japan have been emerging that this might not actually be any good. I’m in the strange position of hoping this is true because, frankly, I don’t need another massive RPG to deal with right now. Looks pretty though.

Bioshock 2 - The original Bioshock was responsible for one of my favourite moments in gaming (not the moment you think). Supposedly the sequel increases the tactical options going into fights, which may persuade me to move off the trusty electric bolt/spanner combo.

Heavy Rain - Of course there’s a chance, however small, that this will disappoint. To be honest it’s hard to see how this could possibly live up to my expectations. One thing’s for sure though, with David Cage at the helm it will at least be interesting.

Just Cause 2 - Looks set to become my new favourite dumb open world game. Parachutes and grappling hooks mean unlimited stupid fun. That’s like science or something.

Mass Effect 2 – The RPG that is likely to overthrow all others for my attention. The first Mass Effect became something of a slog through generic planets towards the end but the main character reamains one of my favourite game characters for a long while.

21.01
2010

As the credits roll I take a quick look at the games shelf. Now Assassin’s Creed II is out of the way (more on that soon) I realise that I’ve basically finished all the PS3 games that I had decided were worth persevering with. Good job me. Well not quite actually because upstairs on that other shelf and, by the same token, in that virtual shelf that is the Steam games launcher are a horrifying number of PC games yet to be properly explored. My PCs been somewhat neglected as a gaming platform of late. Below is a highlights package of the games I really need to find the time for. At this point I’m basically fishing for suggestions; if you spot a game on this list that is pretty much essential to play then let me know.

Command & Conquer 3: Tiberium Wars - Action-oriented RTS that is somewhat light on the ‘S’. I’m not expecting much from this, but a child-Phil once spent a huge amount of time playing its predecessor Tiberian Sun and the next game in the series, released this year, looks interesting.

Red Alert 3 – Action-oriented RTS that is somewhat light on the ‘S’. Is it wrong to want to play a game solely because of the cutscenes? I know it sounds stupid, but check out the intro:

Also the game sounds pretty fun too.

World In Conflict - Action-oriented RTS that is somewhat light on the ‘S’. Ok, so a theme may be developing. I seem to neglect strategy games these days, even the ones that don’t really require much strategic thinking. This one’s set in an alternate cold-war and has pretty explosions.

Dawn of War II - Action-oriented RTS that… Oh, enough of that. I actually got a good way into this but put it down again after being completely annihilated during a mission. That wasn’t really fair as my demise was clearly my own stupid fault. Since then the game has added a Last Stand co-op mode that looks pretty good.

A screen I didn't see too often.

Red Faction Guerrilla - The demo for this was terrible but, after noticing all the positive reviews that advised ignoring the terrible demo, I ran across a copy cheap enough that I took the risk. It appears to be about hammers… hammers on Mars.

Section 8 – Bought this during a Christmas sale. I’ve briefly dipped into the single player campaign which seems to have some interesting ideas at work, most notably that a single standard enemy can still be a formidable opponent. Online multiplayer seems to be the real meat of the game, though, but I’ve not yet checked in to the servers to see if they’re still active.

Deus Ex – There’s a giant list of gaming classics that I’ve not got round to playing yet. As something of a New Year Resolution I’ve picked two from that list to finish in 2010. This is the first of these and was recently voted as PC Gamer’s greatest game of all time.

Planescape: Torment – The second of my must-play classics. Generally regarded by the people who know about this sort of thing to have the greatest story in gaming. Now I think about it I probably couldn’t have picked two worse games in terms of length.

Kings Bounty: The Legend – Clearly that week of An Hour With posts didn’t work because most of the games featured still sit on about an hours play time. This one’s sitting on about an hour and a half so, all things considered, has done pretty well.

I'll admit my motivation for playing this decreased dramatically when the last of my bears died.

The Witcher - Depending on who you talk to this was either fantastic or a terrible, buggy mess. I like what I’ve heard about the depth of the moral decisions within the game. What I’ve heard about the sexual conquest card collecting mechanic leaves me a lot less enthusiastic.

S.T.A.L.K.E.R. Shadow of Chernobyl – Depending on who you talk to this was either fantastic or a terrible, buggy mess (hooray for trends). I’ve mitigated this somewhat by installing the 2009 Complete Mod, which provides noticeable improvements without completely changing the original experience.

Dragon Age: Origins – I’ve reached a familiar point. I now understand the systems that govern Dragon Age a lot better and I’m starting to wonder if I should restart with a slightly tweaked character. This wouldn’t be a large hindrance, as I’m only a few hours in, plus it would give me a chance to change my character’s hair so that she doesn’t look like 90% of the women in the game.

Much bigger than the Darkspawn problem is the problem of the unimaginative barbers.

If all this looks bad, you should see my pile of unread books.